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Type: Posts; User: Jacob16682

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    It works now! Thanks man! I know I must've been...

    It works now! Thanks man! I know I must've been pretty annoying but thanks a ton for staying with this!
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    Like I said yesterday, here is my awesome code...

    Like I said yesterday, here is my awesome code dump:

    https://www.dropbox.com/s/3mqe0aii759uv81/Code%20Dump.zip?dl=0

    Now the particle class was part of a library I made while the application...
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    Ok, so I am going to attempt a different approach...

    Ok, so I am going to attempt a different approach here that has gotten me some progress. Instead of instancing the particles I just decided to make a large vertex array that will render all the...
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    Ok I tried out what was said, and it still...

    Ok I tried out what was said, and it still doesn't work. I'm not exactly sure what I'm doing wrong though.

    Here is the updated code:


    void Particles::setup(string texturedata, double...
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    Thanks, but can you show me what the vertex...

    Thanks, but can you show me what the vertex shader should look like? I'm still not completely comfortable with messing with the vertex shader, fragment shaders are fine and dandy to mess with though....
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    Instanced Rendering, First Attempt

    So I tried rendering multiple particles with a for loop and found that that eats up quite a bit of data/memory. I found out about this pretty legit sounding thing known as instancing! I thought it...
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    I don't know how I missed that! Thank you! I was...

    I don't know how I missed that! Thank you! I was looking in the wrong place I guess! :doh:
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    Moving away from deprecated functions

    Ok so I was watching a tutorial on how to replace built in matrix functions and stuff like that and move completely into modern opengl. I made the class like the tutorial said and everything and...
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